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Returning 35 results for 'double image are block'.
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Monsters
Monster Manual
Siege Monster. The treant deals double damage to objects and structures.Multiattack. The treant makes two Slam attacks.
Slam. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit
", "rollDamageType":"Piercing"} Piercing damage.
Animate Trees (1/Day). The treant magically animates up to two trees it can see within 60 feet of itself. Each tree uses the Treant stat block, except it has
Monsters
Mordenkainen Presents: Monsters of the Multiverse
will: Tasha's hideous laughter
1/day each: major image, suggestionTheir hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laughter filling the air. These
they aren’t incapacitated. When the eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form
Monsters
Quests from the Infinite Staircase
spellcasting ability (spell save DC 13):
At will: Mage Hand, Minor Illusion
1/day each: Darkness, Mirror Image, SilenceSion is the most trusted servant of Piyarz, a traitorous sage in the Tower of the
by Sion from pure shadow, both creatures use the shadow stat block, but the raven has a flying speed of 40 feet.Shadow Step. While Sion is in dim light or darkness, he magically teleports up to 15 feet to an unoccupied space he can see that is also in dim light or darkness.
Monsters
Strixhaven: A Curriculum of Chaos
mask, the recruiter can’t be targeted by any divination magic or perceived through magical scrying sensors, and it adds double its proficiency bonus to Charisma (Deception) checks (included above
will: disguise self, silent image
2/day: charm person
1/day: suggestionOriq recruiters are subtle mages who infiltrate Strixhaven in service to their order. They are adept at blending in, watching
Monsters
Quests from the Infinite Staircase
), Tongues, Wind Walk (as an action)
1/day each: Gaseous Form, Major Image, Teleport, WishNafas can take up to three reactions per round but only one per turn.
Blowback. Immediately after a creature
by the creature that slays him (see the Last Wish trait in Nafas’s stat block).Lightning, ThunderPoison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Magic Items
Tasha’s Cauldron of Everything
it are removed. When you use this action, a shimmering image of a unicorn’s horn appears until the end of your turn, sprouting from your forehead. The tooth regains all expended charges daily at
)
You deal double damage to objects and structures. If you take 20 or more damage in one turn, you must succeed on a DC 18 Wisdom saving throw or spend your next turn in a murderous fury. During this
Monsters
Fizban's Treasury of Dragons
ability (spell save DC 20):
At will: mage hand (the hand is invisible), minor illusion
1/day each: detect thoughts, dispel magic, etherealness, major image, misleadThe dragon can take 3 legendary
dragon’s lair sometimes move of their own accord, usually when no one is watching. Often the rocks obstruct the approach to the emerald dragon’s lair, with boulders moving to block narrow
Ogre Battering Ram
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Siege Monster. The ogre deals double damage to objects and structures.Bash. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Bash"} to hit, reach 5 ft., one target
Huge or smaller.
Block the Path. Until the start of the ogre's next turn, attack rolls against the ogre have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
large block of stone.
Subject. Posing next to the stone block is a silent, illusory image of Halaster Blackcloak in a seductive pose.
The illusion of Halaster has no substance and changes its pose
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
image of Galifar I, the founder of the old kingdom. The platinum dragon (pp) bears the image of one of the dragons of legend. With a value of one hundred sovereigns, these coins are used only by the
wealthiest citizens of Khorvaire, and the average peasant might never see such a coin. A number of other coins remain in circulation, such as the double crown of Breland (2 cp) and the silver throne of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
sovereign for a day’s work. The galifar (GP) is made from gold. It bears the image of Galifar I, the founder of the old kingdom. The platinum dragon (PP) bears the image of one of the dragons of legend
circulation, such as the double crown of Breland or the silver throne of Cyre, which has a value of five sovereigns. Still, all of the major nations make use of the four basic coins described above.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
the slope toward the double doors. Once they swing out, the stone logs don’t swing back and thus effectively block the passage, since they bar the way from ceiling to floor with only a 6-inch gap remaining between the logs.
has been crafted to represent a stylized cavern entrance. It leads to double doors of beaten bronze, worked to resemble a forest of seaweed.
Pressure Plate. There is a pressure plate halfway down
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Murgaxor Attacks After Murgaxor’s image vanishes, the cracked orb releases a cloud of mist that transforms into an entity composed of equal parts noxious wind and crackling green energy. This
creature uses the air elemental stat block, except its Slam attack deals necrotic damage instead of bludgeoning damage. The creature fights until destroyed. When reduced to 0 hit points, the creature is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statues of dwarves flank the double door to the southwest. Each statue stands atop a crumbling, 2-foot-high stone block. The statues have been magically reshaped in gruesome ways.
Arcturia used stone
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
embedded in the walls.
Engraved Doors. The double doors to the south are engraved with the image of a mountain with a gem-shaped indentation at its core (the symbol of Dumathoin). The edges of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
take on lives of their own — an eerie but harmless magical effect. Standing atop a 2-foot-high stone block in front of a locked double door is a 6-foot-tall statue of a male drow with a cruel smile who
magical darkness blots out much of this room and conceals a locked double door to the south. Neither light nor darkvision can pierce the inky darkness. A successful dispel magic spell (DC 18) ends
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
sarcophagus is a human skeleton clad in bits of rusty mail. False columns along the walls are carved in the image of spreading oak trees. The double doors in the southeast corner are sheathed in tarnished
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
frustration, possibly even their freedom and their lives—by helping them avoid or get around the illogical logic. While visitors are easily vexed by roads that lead nowhere and forest trails that double back
scout stat block, but change its size to Small) 2 Gloomy wood elf druid (use the druid stat block) 3 Flamboyant pixie 4 Happy-go-lucky satyr 5 Ultra-competitive sprite 6 Overly cautious treant sapling
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
this area. When all the characters have arrived, read the following: The walls of this hexagonal stone chamber are shot through with pale white veins of faintly glowing jade. A bronze double door
, illusory image of Secretary Wei appears in the center of the chamber. “Your service is much appreciated, adventurers,” the image says grimly. “But you’ve learned just enough to be dangerous. I won’t
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Summon Draconic Spirit 5th-Level Conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (an object with the image of a dragon engraved on it, worth at least 500 gp) Duration
: Concentration, up to 1 hour You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
1. Porch The porch is creaky, covered in dead vines, and infested with earwigs, but otherwise unremarkable. An unlocked double door opens from the front of the house into area 2. An unlocked door on
, but Small or smaller creatures can enter unimpeded. Those who wriggle into the crawl space upset a swarm of unnaturally aggressive earwigs (use the swarm of maggots stat block in chapter 5). Treasure
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
36. Apartment of the Dust of Ages The floor of this room is covered with a layer of fine gray dust and ash, three inches deep. Across the room, opposite where you entered, is another set of double
. They move to block the doorway opposite where you entered.
If the characters approach the phantom guards, they raise their swords threateningly. But they can cause no harm, for they are just images
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
, one at either end of the hallway and a set of double doors on the midpoint of the western wall.
The door to the north is barred, though it seems to have no latch. The image of a bear holding a disk
the double doors is a golden seal one foot in diameter with ancient glyphs scribed into it. To open this door, it appears that the golden seal must be broken. Ancient glyphs are scribed on the seal
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Languages Common, Giant
Challenge 4 (1,100 XP)
Siege Monster. The ogre deals double damage to objects and structures.
Actions
Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15
(2d10 + 4) bludgeoning damage, and the ogre can push the target 5 feet away if the target is Huge or smaller.
Block the Path. Until the start of the ogre’s next turn, attack rolls against the ogre
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Above the double door hangs a sign done in fine calligraphy: “Captain Dapplewing’s Manor.”
A search of the veranda and a successful DC 15 Wisdom (Perception) check turns up a key to the front door
dwarf “coat racks” are moving slightly. Both are designed to serve as attendants and use the duodrone stat block. Without professors to control them, the coat racks attack the characters either when
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Summon Dragon Level 5 Conjuration (Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (an object with the image of a dragon engraved on it worth 500+ GP)
Duration: Concentration
, up to 1 hour
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
13. Storeroom The southwest double door is locked. Using thieves’ tools, a character can pick the lock with a successful DC 15 Dexterity check. Stacks of sturdy wood crates, bundles of cloth, and
Incense. Also present is a sealed case containing ten blocks of temple incense. Lighting a block creates a hazy cloud that fills a 20-foot-diameter sphere and moves with the block. Any creature that starts
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Summon Dragon Level 5 Conjuration (Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (an object with the image of a dragon engraved on it worth 500+ GP)
Duration: Concentration
, up to 1 hour
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-diameter disk of purple stone, inscribed upon which is the Shadowdusk crest: a lit torch with three trailing embers, its orange flame pointed toward the double door to the west.
Mosaics. The 40-foot
, Yarlithra. Each statue stands atop a 2-foot-high block of stone that bears an inscription of the noble’s name. Secret Door. A locked secret door is hidden in the wall next to the statue of Xerrion in
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
of the Queen of Air and Darkness, the princess communicates telepathically with a character of your choice. See the end of the adventure for her stat block and guidance on how to portray her. The
, you gain temporary hit points equal to double your proficiency bonus. Once it is used three times, this charm goes away.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
from a gaping hole in the east wall. Crushed beneath a fallen block in the center of the room are humanoid remains. Elsewhere around the floor are the chewed and decayed corpses of baboons. Through a
room because of their fear of the snake.) Treasure. The bones crushed beneath the fallen block belonged to two humans. This block can be moved by the combined effort of up to three characters with a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a faint image in the cloud of an adult bronze dragon surrounded by figures in black robes wearing the holy symbol of Shar and reading from scrolls. As the great creature writhes in pain, its bronze
that “birthed” it. The shadow assassins guard the room thereafter. Treasure Each cult fanatic carries an obsidian holy symbol of Shar (25 gp each). The leader, Abberoch, also has a silver rod with one end formed in the shape of a key (70 gp). The rod unlocks the double door in area 18.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
one closer to the southern exit is a stone golem. The other statue is inanimate and harmless.
Dais. An arched double door carved with screaming devil faces stands closed at the back of a dais
. Floating in front of the double door is a giant, ghostly human skull with a long beard.
The devil-faced doors have nine hidden locks, each of which requires a separate knock spell to open. Both doors also
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
watch, one of them collapses — and is suddenly and horrifyingly petrified into another chunk of black stone.
At the far end of the chapel, a handsome priest stands behind an altar block that glows an
…
Creatures The roughly thirty humanoids here (use the cultist stat block) include loyal cultists pressed into service, workers being punished, and captured prisoners. None of the worshipers (except Pentival
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
one permanent door, which leads to the guildhall’s tavern entrance. Across from it stands a double door guarded by two werewolves and two werevultures (see chapter 21 for the werevulture stat block
prisoner from a rival thieves’ guild (use the spy stat block) is locked in one cell; Kathra Bitterwind visits occasionally to interrogate the prisoner. 4: Audience Hall A carpeted dais stands at the






